// -----------------------------
// Author: 		Dhaenens Gert	
// Creation: 	10/16/2014 6:44:26 PM				
// -----------------------------

#include "RenderPass.h"

RenderPass::RenderPass(RenderManager* lpRenderManager, const AString& name, const RenderTargets& targets)
	: m_lpRenderManager(lpRenderManager)
	, m_Name(name)
	, m_bEnabled(true)
	, m_Targets(targets)
{
}

RenderPass::~RenderPass()
{
}

void RenderPass::Init(Application* lpApp)
{

}
void RenderPass::Apply(Application* lpApp, Scene* lpScene)
{

}
void RenderPass::UpdateTargets(Application* lpApp, const RenderTargets& targets)
{
	m_Targets = targets;
}

void RenderPass::SetEnabled(Bool bEnabled, Bool bVerbose)
{
	m_bEnabled = bEnabled;
	TString tName = TString(m_Name.begin(), m_Name.end());
	if (bVerbose)
		Log::WriteLine(_T("[INFO]\t\tChanging Render Pass \"%s\". (isEnabled=%u)"), tName.c_str(), bEnabled);
}

const AString& RenderPass::GetName() const
{
	return m_Name;
}
Bool RenderPass::IsEnabled() const
{
	return m_bEnabled;
}